Hi Jim,
You can send me your files to bcmpinc at hotmail dot com.
Cheers, Bauke
----- Original Message -----
From: "James Young" <jim_y@...>
To: <arianne-devel@...>
Sent: Saturday, July 01, 2006 2:39 AM
Subject: Re: [Arianne-devel] Meeting logs - OpenGL
> Hi Bauke,
>
> I am ready to send you my first bit of code, do you have an email address
> I can send it to as an attachment?
>
> I have nearly accomplished everything on the list below but for some
> reason transparency is not working with the texturing for the Opengl
> version even though the code is nearly the same as some I've used before
> with the transparency working. This is somethink I will resolve before
> moving on.
>
> Due to this texturing problem the code is not 100% commented and I have
> used and adapted a lot of the code from http://www.cokeandcode.com/ so I
> need to add the relevant acknowledgments. Also I haven't fully tested the
> error handling yet.
>
> Number six is demonstrated by there being a Java2D version of the code
> demonstrating exactly what should be displayed.
>
> The TestApp is a simple demonstration of using the code and should be
> edited to switch between Java2d and opengl modes.
>
> I have also begun implementing input listeners so you can use keys 1 - 4
> to turn off/on the graphics layers (layer 5 not used yet).
>
> Have a look and play with the code, feel free to improve it and let me
> know, even better see if you have any luck with the transparency. Make any
> suggestions you see fit.
>
> Cheers
>
> Jim
>
>> > 1. Image loading
>> > 2. Coverting image to GL compliant image
>> > 3. Image cache for storing images (also automatically loads
>> > requested images that are not in cache and breaks down tileset
>> > images into individual images)
>> > 4. A layer manager used to store map data in layers (5 graphic, 1
>> > collision, and 2 entities, number can change if necessary)(this
>> > will not know how to read Stendhal map file formats)
>> > 5. Main rendering frame which will display a static picture
>> > constructed of tiles on multiple layers.
>> > 6. Interfaces and plugin architecture.
>
>
> --
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Hi Bauke,
I am ready to send you my first bit of code, do you have an email address I=
can send it to as an attachment?
I have nearly accomplished everything on the list below but for some reason=
transparency is not working with the texturing for the Opengl version even=
though the code is nearly the same as some I've used before with the trans=
parency working. This is somethink I will resolve before moving on.
Due to this texturing problem the code is not 100% commented and I have use=
d and adapted a lot of the code from http://www.cokeandcode.com/ so I need =
to add the relevant acknowledgments. Also I haven't fully tested the error =
handling yet.
Number six is demonstrated by there being a Java2D version of the code demo=
nstrating exactly what should be displayed.=20
The TestApp is a simple demonstration of using the code and should be edite=
d to switch between Java2d and opengl modes.
I have also begun implementing input listeners so you can use keys 1 - 4 to=
turn off/on the graphics layers (layer 5 not used yet).
Have a look and play with the code, feel free to improve it and let me know=
, even better see if you have any luck with the transparency. Make any sugg=
estions you see fit.
Cheers
Jim
> > 1. Image loading
> > 2. Coverting image to GL compliant image
> > 3. Image cache for storing images (also automatically loads=20
> > requested images that are not in cache and breaks down tileset=20
> > images into individual images)
> > 4. A layer manager used to store map data in layers (5 graphic, 1=20
> > collision, and 2 entities, number can change if necessary)(this=20
> > will not know how to read Stendhal map file formats)
> > 5. Main rendering frame which will display a static picture=20
> > constructed of tiles on multiple layers.
> > 6. Interfaces and plugin architecture.
--=20
___________________________________________________
Play 100s of games for FREE! http://games.mail.com/